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Hey,I've been making my own little way of doing a sort of compositecollider (like in Unity), for tilemaps. Here's a screenshot with the physics debug plugin enabled:
As you can see, lots of colliders are overlapping. This is because I need them to overlap at certain points for safety's sake. I'm using RigidBody::Static as you can see here: commands.spawn(( Transform::from_translation(Vec3::new(rpos.x, rpos.y, 0.)), Collider::rectangle(rsize.x, rsize.y), RigidBody::Static, Sleeping, ));
But I get tons of warnings in the console about them overlapping and explosive behavior:
My question: how do I remove these errors from being printed (as it really interferes with debugging, as they get printed every single time a new level is loaded). Or is there some component that acts akin to RigidBody::Static, but something that can act only as a static collider that doesn't have any other physics attached to it -> there won't be 'explosive behavior'?
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Hey,I've been making my own little way of doing a sort of compositecollider (like in Unity), for tilemaps. Here's a screenshot with the physics debug plugin enabled:
As you can see, lots of colliders are overlapping. This is because I need them to overlap at certain points for safety's sake. I'm using RigidBody::Static as you can see here:
commands.spawn(( Transform::from_translation(Vec3::new(rpos.x, rpos.y, 0.)), Collider::rectangle(rsize.x, rsize.y), RigidBody::Static, Sleeping, ));
But I get tons of warnings in the console about them overlapping and explosive behavior:
My question: how do I remove these errors from being printed (as it really interferes with debugging, as they get printed every single time a new level is loaded). Or is there some component that acts akin to RigidBody::Static, but something that can act only as a static collider that doesn't have any other physics attached to it -> there won't be 'explosive behavior'?
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